Like is says on the tin. 101 Variant monsters (44 pages), ordered by CR for Pathfinder.
Takes the normal monster from the Pathfinder Bestiary and provides an alternate or variant version. Perfect to spring a little new life into that standard monster (some of which have their roots in the game going back 30+ years).

Sure you can come up with all of this on your own, but there are lot of clever ideas here and for $6 you get 101 "new" monsters. Not a bad deal at all really.

Six pages with cover and OGL. Presents some material for customizing ghouls and ghasts. New uses for Knowledge (Religion), new feats, alchemical items and spells. New magical items, new monsters and some adventure ideas. Crammed into just half-a-dozen pages, pretty good really.

For under the price of a large latte you can get the Pathfinder version of the monsters from Rappan Athuk. There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.
26+ monsters ready to use in any Pathfinder game.

For under the price of a large latte you can get the S&W version of the monsters from Rappan Athuk. There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.
26 monsters ready to use in any S&W game.

Six pages with cover and OGL. Presents some material for customizing skeletons and those that deal with these low level monsters. New uses for Knowledge (Religion), new feats, alchemical items and spells. New magical items, new monsters and some adventure ideas.
Crammed into just half-a-dozen pages, pretty good really.

An interesting concept. 20 monsters complete with stat-blocks, art and description of their special abilities. There is almost no "fluff", just "crunch" to this book. The idea is you create the background yourself.
A lot of the monsters have origins that can be explained (undead, abberation) others just beg for their story to be told (whore eater and God Sperm for example).

Each monster was created in response to a piece of art. So somethings form can flow from function (Arm Stealer) or something else entirely.

If you want a book of ready use monsters, sans backgrounds, then this is a good choice.

A while back I wrote a review for Mazes & Perils, a 2012 Holmes-Basic Retro-clone from Vincent Florio.

http://timbrannan.blogspot.com/2012/09/review-mazes-peri-ls-2012.html

The 3rd printing/edition is now out (or rather it has been out for a bit) and I promised then I would re-review it.

This new version is cleaned up considerably and it does look like it has been rewritten. It is still free and the idea here (I think) is to provide a means to play "D&D Basic" or provide a common ruleset to allow people to create Basic-era compatible works. As a goal, that is a pretty solid one really. At 61 pages it is also really tight and it is also free.

I do want to address some of the issues that plagued the previous editions, but only as a means to talk about the improvements on this edition.
Like I said, the text has largely been rewritten. It now reads less like someone with a copy of Holmes Basic on their lap, but instead someone that played Holmes Basic for years and scribbled what they could from memory. The game now goes to 12th level, which is a good place to go to be honest. Yes, it is only 3 more levels than the previous version, but those are three levels that really make a difference in terms of end game play. Have a look of Adventurer Conquer King to see the same logic at work.

There are only the four basic classes (Cleric, Fighting Man, Magic-User, Thief) and the four basic races (Human, Elf, Dwarf Halfling).

I want to restate the things I did like about the previous versions. Obviously the name of the game is a nod to John Eric Holmes' book "The Maze of Peril" and I can respect that. If you are going to do a Holmes' homage or pastiche then that is a perfect name really. Clearly the author has done his research.

Others have complained about the art. I rather like it to be honest. The cover is very cool and the interior is no worse than what you would have seen in Holmes. In fact I was under the impression that the art was exactly what the author wanted. "Good" or "Bad" is subjective. To me it is perfect for this book.

What does this book do? OR What is it good for?
Well if you do want a simple game to give you the feel of D&D Basic, then it works well.
If you want an EASY book to create your own "Basic Era" products then it is also a good choice.
If you want a game with lots of options, then maybe Basic Fantasy, Labyrinth Lord, ACKS or even D&D Basic/Expert will work better.

This newer version is cleaned up and is certainly an improvement over the previous versions.

A great game that comes in at just under 10 pages. Spectrum Games has made a name for themselves in Genre Emulation. Since Reality TV is often criticized as not needing any writers, the game brilliantly is equally as brief. Foregoing the typical "this is an RPG" section, the game gets right into the various types of reality TV shows are discussed. Once your group decides what sort of game they are going to do (or maybe your Director has decided for you) and then you go!
You then need to make your character. You figure out your name and stereotype then roll your stats. Figure out your positive and negative qualities and you are good to go! Like other Spectrum Games these qualities are not listed; instead you decide what they need to be. Typically these are needed to point out some character flaw your character has.
For rules, the only checks are ability checks (roll under, apply qualities as needed) and dramatic checks.
You also get "Edit Tokens" which work a lot like Drama Points. Tokens are awarded for good roleplaying and Sticking to Genre. You can also spend your tokens to change what is going on; such a "Oh No You Dit'unt!" and "I Ain't Goin' Nowhere!".
The basic structure of a game is also laid out, including Commercial Breaks. These can affect the Shows "Popularity" this can affect the amount of Edit Tokens the players can get.

The game is fast and is great for a like minded group. Given the nature of reality TV you could have enough material here for several "episodes" of material.

Personally I'd like to try it out sometime with people bringing in characters from any game and do a reality "TV Show" where all these characters have to live together in a house in between their normal adventures.

I love paper minis. I can print out as many as I need and if my kids want they can smash them when they have defeated them.
I also need more modern minis. So Dakkar has me covered on both grounds.

If you are at all familiar with Dakkar's work then you know what to expect here. Agents, aliens, gynoids, sexy civilians, sexier villains and so on.
All in all 92 cut our and fold minis. You can print them how you like for a variety of scales; though there is another product that has the same images scaled perfectly for 25mm. These are really designed for larger minis.

Great art. I even thought a few of them might work great in a couple of modern/sci-fi games I have.

The only thing that would make it perfect would be to combine Tactical Paper 001 and Tactical Art 001 into one product.

Swords and Wizardry Monstrosities is a new monster book. New in that is newly published, but some of the monsters we have before either in the SRD or other books. That though does not detract from it's value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly there is so much great stuff in this book that even with the occasional repeat monster this is still a top notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.